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Aug 26th, 2016
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  1. // Compiled shader for WebGL, uncompressed size: 1.3KB
  2.  
  3. // Skipping shader variants that would not be included into build of current scene.
  4.  
  5. Shader "Zaicheg/Unlit_Color" {
  6. Properties {
  7. _Color ("Main Color", Color) = (1,1,1,1)
  8. _MainTex ("Base (RGB) Trans (A)", 2D) = "white" { }
  9. }
  10. SubShader {
  11. LOD 100
  12. Tags { "RenderType"="Opaque" }
  13.  
  14.  
  15. // Stats for Vertex shader:
  16. // gles : 1 math, 1 texture
  17. Pass {
  18. Tags { "RenderType"="Opaque" }
  19. GpuProgramID 62138
  20. Program "vp" {
  21. SubProgram "gles " {
  22. // Stats: 1 math, 1 textures
  23. "#version 100
  24.  
  25. #ifdef VERTEX
  26. attribute vec4 _glesVertex;
  27. attribute vec4 _glesMultiTexCoord0;
  28. uniform highp mat4 glstate_matrix_mvp;
  29. uniform highp vec4 _MainTex_ST;
  30. varying lowp vec4 xlv_COLOR0;
  31. varying highp vec2 xlv_TEXCOORD0;
  32. void main ()
  33. {
  34. lowp vec4 tmpvar_1;
  35. mediump vec4 tmpvar_2;
  36. tmpvar_2 = clamp (vec4(0.0, 0.0, 0.0, 1.1), 0.0, 1.0);
  37. tmpvar_1 = tmpvar_2;
  38. highp vec4 tmpvar_3;
  39. tmpvar_3.w = 1.0;
  40. tmpvar_3.xyz = _glesVertex.xyz;
  41. xlv_COLOR0 = tmpvar_1;
  42. xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  43. gl_Position = (glstate_matrix_mvp * tmpvar_3);
  44. }
  45.  
  46.  
  47. #endif
  48. #ifdef FRAGMENT
  49. uniform sampler2D _MainTex;
  50. uniform lowp vec4 _Color;
  51. varying highp vec2 xlv_TEXCOORD0;
  52. void main ()
  53. {
  54. lowp vec4 tmpvar_1;
  55. tmpvar_1 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
  56. gl_FragData[0] = tmpvar_1;
  57. }
  58.  
  59.  
  60. #endif
  61. "
  62. }
  63. }
  64. Program "fp" {
  65. SubProgram "gles " {
  66. "// shader disassembly not supported on gles"
  67. }
  68. }
  69. }
  70. }
  71. }
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